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Chapter 3 - Chapter 3: Obtaining Copyright and Game Trial

**WTR-LAB**

**Kingsman of the Movie World**

**Ch. 3 / 1331**

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**#3 Chapter 3**

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The game's lifespan should be longer than in my previous life. Currently, the first version only has 69 levels. Future updates could expand it to 99 levels, 188 levels, and beyond.

Eventually, it could even develop into an online mode, designed like a four-corner map defense game, similar to Warcraft RPGs.

William believed this concept held immense potential.

In under three days, William received a notice from the Copyright Office, instructing him to pick up his copyright certificate and pay the remaining fees.

The next morning, William left the Copyright Office, holding the envelope with his copyright certificate. His first step in this world was complete. Now, he could promote the game according to his plan.

With the copyright certificate in hand, William took a disc containing the game and headed to the university's Game Interest Society.

London University boasted numerous interest societies. Many students brought their self-made games to the Game Interest Society for others to try, test gameplay, and identify bugs.

Some games gained popularity within the society and caught the attention of game publishers, leading to broader promotion.

William aimed to leverage the Game Interest Society's influence on young people. If the game became popular at London University, it would quickly spread to universities and high schools across London. This would make finding a promoter much easier.

The London University Game Interest Society occupied a three-story building within the Computer Science department, which housed the department's computer labs.

The second and third floors served as supercomputer rooms for teachers and students to conduct experiments. Many professors brought students here for practical learning. The first floor was home to various computer-related interest groups formed by students, including the Game Interest Society.

William pushed open the door to the game group's room. Inside the 90-square-meter room, over 30 computers, sponsored by tech companies, were scattered around. Dozens of students gathered around, playing games and engaging in lively discussions.

A few students were busy scribbling on blackboards, sometimes getting into heated debates that almost led to fistfights.

William was no stranger to the game interest group. Everyone knew he had been developing a game, so when he entered with a disc, they were eager to see his creation.

A tall, thin guy with curly hair, known for his chatter, shouted, "Hey, look who's here! Our genius, William Devonshire! Show us what you've made, and let's see how a genius's game stacks up against us mere mortals!"

William didn't particularly like this guy, as he was a relentless talker. Once he started, he could go on for an hour without repeating himself, oblivious to how tiresome it was. Most people avoided him.

Richard Dirk, a friend, interjected, "Oh, come on, Wooster. Only William puts up with your babbling. Nobody else can stand it. Move out of the way."

Richard pushed Wooster aside and addressed William, "Ignore him, William. He'll come begging when nobody talks to him."

William thought, 'I hope Wooster never talks to me again,' but decided not to provoke him publicly. They were friends before, and he preferred to avoid conflicts.

William smiled at Richard and said, "Come on, buddy, check out the game I made. I think you'll like it."

William led Richard to a computer, inserted the disc, and copied the game. The computers here couldn't duplicate it, and with the copyright secured, William wasn't worried about piracy.

Once installed, William ceded his seat to Richard.

Richard, now seated, needed guidance. William stood by, introducing gameplay strategies. Many classmates, hearing the commotion, gathered around curiously.

Richard, new to the game, struggled with it. William's attempts to coach him were in vain, so he stepped aside, watching as Richard seemed to thrive on the challenge.

Many European and American players enjoyed the challenge; the more difficult the game, the more they relished it.

"Quick, use the Cherry Bomb!"

"No, no, use the Chili Pepper here. It saves 25 sun."

Barely an hour into playing, Richard was surrounded by over 20 spectators. Half the game room watched the computer screen eagerly.

Everyone debated plant placements. Richard started getting flustered by level 19 and finally lost at level 25.

"Oh, what a shame!"

"Richard, you idiot! I told you to place a Tall-nut earlier!"

"Richard, get off! Let us play! You can't hog the computer!"

"Idiot, William has the disc. We can all play!"

"Great! William, install the game for me!"

A crowd quickly formed around William, their loud voices almost deafening.

William handed the game disc to the nearest classmate, and the group swarmed him, eager to play.

Seeing the excitement among these seasoned gamers, William breathed a sigh of relief. Classics were classics; strategic games like these had a devoted following in Europe and America.

William spent three hours in the game room. By then, everyone was playing Plants vs. Zombies. Newcomers were surprised by the lively scene and soon joined in the discussion.

No one at London University was foolish; everyone recognized William's potential. Many began to look at him differently.

Checking his watch, William noted it was nearly noon. Despite playing all morning, nobody had completed the game.

William walked to the blackboard wall, clapping loudly to get everyone's attention. "Hey, guys, listen up."

After a few attempts, he finally got their attention. These were gamers who knew a promising game when they saw one. William was on the brink of success.

William continued, "Games are made for enjoyment, but ultimately, they need to make money. So, I have a question: if this game sold for 5 pounds, would you buy it? As a token of appreciation for your time, I'll give each of you a free disc."

The room erupted with excitement.

"5 pounds? I'd buy it! Popular games sell for at least 8 pounds or more."

"William, I'll buy four discs for 5 pounds each right now!"

"No problem, that's a fair price."

Reassured by their enthusiasm, William felt confident about his plan.

He clapped again to quiet the room, "Friends, many of you know my financial situation. I can't afford a big game publisher, so I have an idea. I need to know if you'd support it."

He hesitated for a moment, unsure how to proceed.

"Hey, William, just say it! Your game will be a hit. But register it quickly, or you'll have problems later," Robert Carter, a law student, advised.

Robert and William had a good rapport. Robert didn't care about William's background and had befriended him through the interest society.

"Thanks, Robert. Don't worry, I registered the game story and design copyright days ago, including all plant, character, and game elements," William said gratefully.

Robert's reminder was appreciated. Among so many, he alone spoke up, showing true friendship. Some classmates hadn't considered it, while others were part-time developers or informants for game publishers.

William continued, "I received the copyright certificate yesterday. If you're willing to buy the game for 5 pounds—and some even think it's worth more—how about I sell it to you for 4 pounds? You could sell it to your classmates or friends for 6 pounds. Would you be interested?"

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